Features that might make GT5 more enjoyable?

  • Thread starter Thread starter DEATHSARTHE
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A.I thats more human like they are a bit to robot like and sometimes can be a bit to clever performing pit manouvers
 
you MUST put the GT5 Prologue music, both for race and menus, they fit better than the GT5 originals.
 
The ability to name your cars. That would be cool.

The cars will feel more personal that way.

My black skyline for instance, would love to call it the Dark Knight. :)

Oh, and the ability to invite friends to your online lobby. Spent some time creating a lobby for me and a collegue, only to find out that you can't invite online friends. WTF PD?
 
It irritates me when people say this. If you use soft tyres in an A-spec event of course the AI won't be 'competitive'. Try using hard tyres, manual gears and turning the HUD off... that makes for much more intense racing.

In real racing they create a set of regulations which all competitors then work within. Now have you ever heard of a real race where the regulations say you can use racing soft tyres and all the competitors come along with sports hard?

Or there are no tuning restrictions so all the competitors turn up with untuned cars? It's completely unrealistic. I didn't buy the game to have to construct my own challenges.

And even when you do artificially limit your own set up or car choice to try and get a competitive race the first two AI cars get a 10 & 20% performance boost.

It is ridiculous. If the event says you can use any tyre then the AI should turn up with best tyre available, if it says no tuning restrictions, then the AI should turn up with tuned to the max cars.

They are there to simulate competition after all right?
 
I think that Kaz just needs to go back to gt1 back to the game that brought everyone to to attention to start with. I know I'm not the only one that thinks gt1 & 2's cars had a more realistic sense in the way they drove, especially with the tuned cars you really got the feeling that you were driving a hard tuned car. In real life If you tuned a car to a stage 3 or 4 racer that car would become so hard to drive it would only be good for high speeds. I remember having a stage 4 tuned r33 gt-r LM and that car was a wepon. trying to get it moving was hard it was a slug low in the rev range then as it got higher in revs it would release this burst of power that was almost uncontrollable it would step the back right out on corners.... that authenticity is what hooked me. Every GT since then has not had that same true to life sense of drive-ability. Getting back to this would be a great start....
 
1) We need new tracks. LOTS of them. I've raced around these tracks for 6 months in GT4, and one month in GT5 Prologue. A lot of these tracks were in GT3, which came out ten years ago for chrissakes! I think there are only 3 new ones in GT5, and many of my favorites from GT4 are gone. I am bored sick of these tracks! I memorized and mastered them years ago, and I've done countless laps on them since.

2) The AI needs a MAJOR overhaul. I never, ever feel like I'm "racing" against these things, I'm just navigating a moving obstacle course. How can you feel there's any realism involved when you drive down a straightaway side-by-side with an AI car, and when you approach a corner, it just drives straight into you and then continues to drive straight into you? It's absolutely pathetic. They need to A) vastly improve the collision detection and avoidance and B) have these things drive in a much more lively and competitive manner. Also, the AI cars are anchored to the track so while the player's car is sent spinning wildly off the track after a collision, the AI car continues on unaffected. That needs to be fixed.

3) Once they do a major overhaul on the AI, they could then add scalable difficulty. This idea that you can put soft racing tires on your car and win every race by a mile completely kills the single player career. The performance of the AI cars should automatically match the performance of the player's car, so that winning actually requires skillful driving, and it's actually exciting. This would add tremendously to the enjoyment and longevity of the game, and bring it up to the standards of most other multi-platform racing games, which are made in one-fourth the time on one-fourth the budget of GT5.

4) Much, much longer A-spec career. The fact that they can put up a whole set of seasonal races each week...with the six years of development time they had, even the most devoted GT5 players should only be halfway through the A-spec events at this point in time.
 
After having played: Ferrari Challenge, Prologue, F1:CE, Grid, Dirt2, Superstars of V8 Racing, NFS:Shift, Supercar Challenge, Superstars of V8 Racing II & F1:2010, Gran Turismo 5 was the last chance for me. Some of those games were pretty good. But none of them really gave me everything I wanted and was looking for in a racing game. And I told myself if GT5 disappoints, I'm giving up on the PS3 and moving back to PC sims, something I was reluctant to do anyway as I needed to upgrade my equipment and there is also a downside to PC sim racing that I won't get into here.

But I'm still playing GT5 and I think it's great. Fantastic actually. 👍 It's far from perfect but it's hands down, the best of the rest by a wide margin. PD really nailed what's important. The heart and soul of any racing game is it's physics engine and I think GT5 is the most realistic racing simulator I ever played on the PS3. It has the best selection of cars of ANY console racing game by a long shot. Yes I wish they were all premium, particularly because I prefer to drive in cockpit view but this is an old argument already beaten to death. It would be nice if once a month, PD would 'gift' the community an extra few premium cars. And if they're new cars, I'd be happy to pay for them through DLC. But I'm getting ahead of myself.

I'm very pleased with GT5 but it's no secret that the game suffers from a lot of small problems which could be improved with patches and bug fixes:

- The disappearing track on the Nurburgring.

- Qualifying not working properly in online races.

- To many places to corner cut and gain an advantage--something PD certainly realizes now if they didn't before. :lol:

- Workable leaderboards for every car in 'stock' form. (hopefully this will be implemented when the tracks are 'cured' of short cuts).

- A proper and workable performance point system for online racing that dynamically assigns a number to your cars for each track, depending on what options and modifications you have selected. Without this, online racing, as it stands, is a bit of a mixed bag. With it, it would be (for me) just about perfect. Personally, I could care less about player matching but I understand others want it and it should be included. Shuffle racing is GREAT option and a unique idea. I love it! But how about a way to further refine it with a 'range' of cars. We always end up with the same low end cars, over and over again.

- cockpit view or bumper view (at least for your own car) for online race replays. It works like this with B-spec so it's technically possible but perhaps limited by bandwidth. Sometimes you watch a replay to see an incident and the camera angle is so bad that you miss it! :ouch:

- Fast FWD and RWD on replays. And the ability to jump right to the results screen, which also shows gaps and fastest laps at the end of the race. I mean, should we REALLY have to sit through a 15 minute or 45 minute or 3 hour replay just to see the results? Come on, this one is so obvious it isn't funny. What the HECK were they thinking?

- As it stands, there's a huge inconsistency during some races where and when cars are ghosted. Sometimes cars ghost who are on the same lap, while they're fighting for position and in no danger of hitting each other. Other times lapped cars come up who aren't ghosted and should be. The whole system is full of bugs and needs a big work through. This may seem like a minor point but for SERIOUS online championships it's a big problem.

- The ability to remove ABS as an option in an online lobby like you can for other assists. I mean, come on! Are we going to be serious racers here or a bunch of arcade mario kart drivers? :sly:

- There were rumors that we'd be able to have 32 people in the lobby: 16 racing and up to 16 spectating. This never came to pass. Perhaps it's just not technically possible: the compromising nature of the game's P2P connections, too many people with lousy connections and noisy networks, the flaky nature of the PSN. But it would be nice to have a 16 player lobby and room for people to spectate. A minor point perhaps but it would be nice.

- The AI needs to be improved. Although, I think they're probably limited in what they can do. It's just not adequate. If I go into practice mode and run a one-make race, I'm usually in front after the first lap. Even in arcade mode on the hardest level, it's not much better. I'm not exactly the fastest guy out there and I can easily run through the field like butter with all assists off. Ridiculous. The AI may be tough for noobs but for people who have been playing racing sims for a few years it's horribly lacking. They brake too early, they accelerate late--they're just plain slow. Fix it.

- I can agree that the game needs more A-spec events (for those who actually want them) but I think it's unlikely to happen. I have a feeling the seasonal events were originally intended to be A-spec events which for whatever reason (time, technical issues) didn't make the cut. So expect more seasonals.

- How about having consistent replays across the different modes. Replay in A-spec is completely different than it is in practice and Arcade mode unless you save it and watch it in replay theater. (I'm guessing this is due to memory issues with the PS3).

- Tire temperature and tire wear is a GREAT thing in this game. But how is it that all compounds wear evenly? So there's no point in tire strategy because Racing Hard and Racing Soft will wear in equal time. Booo! 👎

- An option in private lobbies to (1) password protect races and (2) only the host can start the race. I hope none of my friends are looking (:scared:) but I now have almost 100 people on my friend list. And sometimes we're about to start a pre-arranged race, just waiting for the rest to enter and one of them, who wasn't actually supposed to be there, drops in at just the wrong moment to say 'hello'. :sick::ouch:

- We need an option like in Prologue to save an A-B-C selection for car setups. There's no way you can remember settings for every car. Please, it's not that hard. I mean, Prologue already had this, why take it away?

- I guess it's coming but how about taking the tracks we created with the track editor and letting us race them online.

- A much, MUCH improved damage model. Or at least one that's consistent. Some cars and modes show damage, some don't. Some do--occasionally. Obviously they're still working on it. At least mechanical damage works. 👍 Although there are some strange inconsistencies there as well. Sometimes, even after your car is repaired in the pits (with heavy damage turned on) your car will lose pace and you simply can no longer crank out the same laps as you could before. I don't know if this is done on purpose or if it's a bug. But this brings me to my next point.

- PD need to open up. It's 2011. They have a huge game with a world wide following. They need their own website with interaction where they can CLEARLY explain things like the above to the public. Let us know. We don't want to guess. Tell us what's going on. Come out with an FAQ--online feels different not because the physics model is different but because the game takes fuel load, tire temperature and tire wear into the equation. It would solve SO much hair pulling. And it would provide a common ground to report bugs. Look how quickly PD acted with GT Academy when these bugs were made public. There are MANY such bugs in the game, only some of which I've mentioned. Fixing even half of these would be a boon.

This now sort of moves away from what PD in my opinion SHOULD do to improve and fix the game and now goes into what they could do. DLC. Paid for. I know everybody wants more cars. And yes, there are some cars (premium of course) that I'd like myself. A 1958 Ferrari 250 TR for starters. But we all have our favorites. What I think is a larger issue is where we take those cars. And it could also use some more (real world) tracks. Not being a traditional GT player on the PS1/PS2, I never had much penchant for GT's home brew tracks. And frankly, from the ones I've seen in GT5, I think they're all completely AWFUL: Trial Mountain, Deep Forest, Grand Valley, Cape Ring--horrible. HSR & Eiger are passable but rather uninteresting. So while the game needs some more tracks, I hope PD will come to their senses if DLC packs are forthcoming and consider Spa or Hockenheim or Imola or Kayalami or Road America or Mont Tremblant or Goodwood, and many others, and not just their original tracks that so many GT traditionalists are asking for.

The game does so much right. And they really nailed what's important. With a slew of what I consider very small, very minor tweaks, it could be just about perfect. 👍
 
More Event in A-Spec with more lap per event too. 3 or 5 lap in an Extreme event is obviously not enough for my taste.
Also, if other cars could adjust their power to weight ratio close to your when you enter any giving race would make those races more enjoyable and less easy.

For those wanting better AI, I can bet that if PD do that, you'll be the first one whinning about how hard GT5 has become and how its unrealistc that you get beat by "something" that has a lesser car than your fully modded ZR1
 
For those wanting better AI, I can bet that if PD do that, you'll be the first one whinning about how hard GT5 has become and how its unrealistc that you get beat by "something" that has a lesser car than your fully modded ZR1

:rolleyes: Hardly. I'd like AI that can actually race you instead of just being moving chicanes. They're not programed for maximum pace. They're programmed to slow you down.
 
:rolleyes: Hardly. I'd like AI that can actually race you instead of just being moving chicanes. They're not programed for maximum pace. They're programmed to slow you down.

maybe not you but I pretty sure that a bunch of people will, especially those who complain about AI and are cutting corner @ GT Academy :crazy:
 
don't get me wrong. this is overall an incredible game that i'm totally addicted to and can't stop playing - probably won't stop playing for a long, long time. however, as awesome as it is, i guess i expected more, and in some ways i'm a bit disappointed and let down by the finished product that is the game.
(hopefully, a steady stream of updates and fixes will improve things...)

to that end, while some of these things have surely been expressed by others, what i would like to see to really make gt5 'the real driving simulator' is...

1. improved interface and overall in-game navigation
this is my first gran turismo experience so i can't compare to past versions, but for such an expansive game i find the layout of menus to be awkward. plus, the inconsistent methodology of selection confirmation is downright frustrating.

2. more realistic damage physics - globally in all game elements
no, i don't necessarily want to have to constantly replace my frequently used cars, but a car - which is a machine - has a finite life cycle that's shortened by abuse and excessive use. accidents and driver error take their toll on the current state (in-race) and the overall (post-race) life of a car, but not in gt5.

3) clean-up the game
it has far too many little omissions, like the absence of replay fast-forward and rewind. it has far too many detail elements that fall short, like shadows and the lack of interior wheel modeling. it has far too many absent-minded quirks, like ferris wheels that still run in the pouring rain and cars without headlights/wipers being usable when someone wouldn't use it in the real world. it has far too many game experience restrictions, like the photo travel mode restriction of just one premium car. it has far too many loopholes that invite inflated game progression/success, like duping cars and quitting/restarting the game to take multiple chances at gaining special paint items.

(outside of cheating, because folks do that all the time, there's less 'real' in 'the real driving simulator' than one would think after the really long time it took to put the game out...)

well, that's my two cents.
hopefully you don't feel the need to offer me back change!
 
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